Rime feels a bit like someone telling you the only way you can see the Mona Lisa is by first having to unlock a heavy safe--the painting is beautiful, but my god, why did you make seeing it so bloody difficult? Although Rime looks and sounds gorgeous, its visual splendor is locked behind frustrating, shallow puzzles and an incomprehensible story, meaning you spend more time figuring out where to go than taking in the world around you.Much like Journey or Ico, Rime features no text and only a basic, unfamiliar language--your blank-slate child character communicates through nondescript calls and facial expressions. Similarly, you`re given no hints, there`s no HUD, and in-game cues are portrayed through abstract audiovisual signals such as cave paintings and animal cries. When the game opens with your character waking up on an unfamiliar island, the absence of these typical gameplay themes lends Rime`s environment a sense of mystery. You`ll ponder where you are, how you got there, what you`re supposed to be doing--and you`ll want to explore the island to discover the answers.This is Rime at its best: the first of its four worlds is a mini sandbox of places I wanted to go, animals I wanted to pet, and objects I wanted to touch. The wind in the trees and distant sound of wildlife, in addition to a slow, classical soundtrack and no enemies or time pressure makes it a pleasant, relaxing experience akin to taking a walk around a summer park. One beautiful sequence sees you illuminating a cave`s darkened floor beneath you using your singing voice--at times, Rime is magical.Before long you`ll stumble across the game`s first puzzles, which mostly involve shouting to release bursts of energy that activate platforms and doors. These puzzles are expanded upon later in the game as light manipulation and pressure plates are added into the mix. But while more mechanics are added, the puzzles remain simplistic to the point of being shallow. The majority involve figuring out the o ...
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